eff04b5ec2
There is still a large amount of views code that could be trimmed down, but which is used to implement samples (in viewer). Seemed simpler to remove some of this code in pieces. Bug: skia: Change-Id: Ia3415060d03c8de604a154e3dc38379b754daab6 Reviewed-on: https://skia-review.googlesource.com/72801 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
118 lines
3.8 KiB
C++
118 lines
3.8 KiB
C++
/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef CommandSet_DEFINED
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#define CommandSet_DEFINED
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#include "SkString.h"
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#include "Window.h"
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#include <functional>
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#include <vector>
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class SkCanvas;
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namespace sk_app {
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/**
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* Helper class used by applications that want to hook keypresses to trigger events.
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*
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* An app can simply store an instance of CommandSet and then use it as follows:
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* 1) Attach to the Window at initialization time.
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* 2) Register commands to be executed for characters or keys. Each command needs a Group and a
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* description (both just strings). Commands attached to Keys (rather than characters) also need
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* a displayable name for the Key. Finally, a function to execute when the key or character is
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* pressed must be supplied. The easiest option to is pass in a lambda that captures [this]
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* (your application object), and performs whatever action is desired.
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* 3) Register key and char handlers with the Window, and - depending on your state - forward those
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* events to the CommandSet's onKey, onChar, and onSoftKey.
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* 4) At the end of your onPaint, call drawHelp, and pass in the application's canvas.
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* The CommandSet always binds 'h' to cycle through two different help screens. The first shows
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* all commands, organized by Group (with headings for each Group). The second shows all commands
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* alphabetically by key/character.
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*/
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class CommandSet {
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public:
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CommandSet();
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void attach(Window* window);
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bool onKey(sk_app::Window::Key key, sk_app::Window::InputState state, uint32_t modifiers);
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bool onChar(SkUnichar, uint32_t modifiers);
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bool onSoftkey(const SkString& softkey);
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void addCommand(SkUnichar c, const char* group, const char* description,
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std::function<void(void)> function);
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void addCommand(Window::Key k, const char* keyName, const char* group, const char* description,
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std::function<void(void)> function);
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void drawHelp(SkCanvas* canvas);
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std::vector<SkString> getCommandsAsSoftkeys() const;
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private:
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struct Command {
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enum CommandType {
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kChar_CommandType,
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kKey_CommandType,
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};
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Command(SkUnichar c, const char* group, const char* description,
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std::function<void(void)> function)
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: fType(kChar_CommandType)
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, fChar(c)
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, fKeyName(' ' == c ? SkString("Space") : SkStringPrintf("%c", c))
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, fGroup(group)
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, fDescription(description)
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, fFunction(function) {}
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Command(Window::Key k, const char* keyName, const char* group, const char* description,
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std::function<void(void)> function)
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: fType(kKey_CommandType)
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, fKey(k)
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, fKeyName(keyName)
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, fGroup(group)
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, fDescription(description)
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, fFunction(function) {}
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CommandType fType;
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// For kChar_CommandType
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SkUnichar fChar;
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// For kKey_CommandType
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Window::Key fKey;
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// Common to all command types
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SkString fKeyName;
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SkString fGroup;
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SkString fDescription;
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std::function<void(void)> fFunction;
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SkString getSoftkeyString() const {
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return SkStringPrintf("%s (%s)", fKeyName.c_str(), fDescription.c_str());
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}
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};
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static bool compareCommandKey(const Command& first, const Command& second);
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static bool compareCommandGroup(const Command& first, const Command& second);
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enum HelpMode {
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kNone_HelpMode,
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kGrouped_HelpMode,
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kAlphabetical_HelpMode,
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};
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Window* fWindow;
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SkTArray<Command> fCommands;
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HelpMode fHelpMode;
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};
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} // namespace sk_app
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#endif
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